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> Blood in the Water OOC Thread, Cyberpirates: Chatter here!
budoka05
post Feb 9 2010, 07:00 AM
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Well that was everything until now. With the alarm, it is time to improvise.
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CollateralDynamo
post Feb 9 2010, 07:06 AM
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Well, the alarm was semi expected, we just didn't know WHEN exactly it would be going off. Theoretically according to mission parameters this just means that you continue to see your way to the holds and meet the other team down there by whatever means deemed necessary...of course, if you guys decide to flip out and start shooting everyone in the face, I suppose that works too. (IMG:style_emoticons/default/wink.gif)

As far as posting goes, if you feel that you are the most present (or most qualified) for the position, I would say just put yourself on point in your team and assume the others will be following you on their posts. Worked for me when I was posting in the middle of the day. (IMG:style_emoticons/default/nyahnyah.gif)
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budoka05
post Feb 9 2010, 07:46 AM
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Penta, what would you like me to roll for commanding the armory doors to lock and secure?
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Knight Saber
post Feb 9 2010, 08:01 AM
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QUOTE (budoka05 @ Feb 8 2010, 09:31 PM) *
Since Knight Saber (aka Rusty) may take a while to reply, can I write the actions of the bridge assault crew to help move things forward?


I checked in late Sunday and nothing had happened past my last post, then BOOM, everything happens at once and Rusty missed her chance to do anything. (IMG:style_emoticons/default/smile.gif)
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Inane Imp
post Feb 9 2010, 08:05 AM
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QUOTE (Ears @ Feb 8 2010, 08:22 PM) *
A thought just occurred to me. What's one of the worst fears of all seafaring men irregardless of the times? Fire.
By 207X all ships prolly will have sophisticated firefighting systems. Where are fires most dangerous and people will have the best systems?
Where stuff might go BOOM.

So, how about flooding the armory with Halon / whatever they've got installed? Feasable? Advisable?


Armouries store weapons, not ammunition. Magazines store ammunition. I'd guess given the small amount of weapons carried on that vessel (its not a combat ship - we're not talking 10s of1000s of rounds of ammunition), they probably just have a small arms ammunition locker, with its own fitted fire-suppression system. Probably a salt-water drench, as this will cool the ammunition as well if there is a fire nearby.

The engine spaces should also have fire-suppresion systems. CO2 / Water-mist being the most benign, with Halon being largely disused due to it doing bad stuff to the ozone layer. There are other ones as well (some far more nasty in terms of health effects).
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budoka05
post Feb 9 2010, 09:44 AM
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I'm rolling computer skills with edge. Since I have no skill points in computer, I'm going with
5d6.hits(5).extra(6) → [3,5,4,5,[6, 1]] = (3)

I think I should be able to do most average functions on the bridge console.
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Karoline
post Feb 9 2010, 12:55 PM
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Budoka, can John even get a signal out on his commlink in a rating 7 jamming field? I'm guessing only Jane and Mel have the commlink/software combos needed for that, though I could be wrong.

Now, if you had a direct fiberoptic connection between your commlink and the ship (or if you're using a ship computer of some kind) then you could get the connection out that way.
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Penta
post Feb 9 2010, 04:03 PM
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QUOTE (budoka05 @ Feb 9 2010, 02:46 AM) *
Penta, what would you like me to roll for commanding the armory doors to lock and secure?


Given you can't read Spanish....What would you roll?
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CollateralDynamo
post Feb 9 2010, 04:06 PM
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Budoka can't read spanish!? Ouch...when you get into port, pick up a linguasoft.

And I would say that a computers roll with a penalty (either a decrease to the pool or a modifier to the threshold required) could work. -2 for improper tools (directions in wrong language)?

It depends how practiced you decide we are at this type of system. If it is a similar layout to our ship's control board, or control boards we've practiced on, he might be able to fumble his way through it...and likely do a few other incidental things.
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Ears
post Feb 9 2010, 04:16 PM
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IMHO it depends on how much the developers of the system follow human interface guidelines that resemble today's best practices.
If the design is very graphical, "touching" the relevant doors (or small lock symbols next to them) on the ship's schematics might do the trick, no matter what language any written output is in...
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Penta
post Feb 9 2010, 04:26 PM
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Nope. All text. Without a knowledge of Spanish, you're screwed.(IMG:style_emoticons/default/smile.gif)
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Penta
post Feb 9 2010, 04:39 PM
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Further:

Jane or Mel, incorp this in your posts however:

The slaveholds are clear - no weapon RFIDs detected, basically.

Every minute, 2 more people reach the armory and become armed.

I hope one of the bridge team reads Spanish, because otherwise this is going to be a massive combat. (My roughcount is 12-15 crewpeople, 10-15 sec people. Unarmed people, to make this simple, will surrender.)
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Penta
post Feb 9 2010, 04:49 PM
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Okay, Simon and Zalermo roll init on this thread.

Either me or SI will handle rolling init later for the sec goons.

(If you think it'd somehow be lopsided, it can be handled cinematically, but that's always player option.)
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Whizbang
post Feb 9 2010, 05:05 PM
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To get back in over Jane's link.
5d6.hits(5) → [3,3,2,5,4] = (1)
http://invisiblecastle.com/roller/view/2400677/

bookkeeping: 1159 EST 2/9/10 Penta decided Cerebral Booster works online.
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Penta
post Feb 9 2010, 05:06 PM
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That roll results in: A very shaky connection. Mel has to constantly monitor it, but it's a connection.
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Ears
post Feb 9 2010, 05:33 PM
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Initiative: 7 + 1 makes 8
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Penta
post Feb 9 2010, 05:56 PM
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Okay, for the 4 mundane grunts:

Init Roll: [3,1,1,6,6,4,3]=2 hits + Init score of 7 makes 9.

For the Mage:

Init Roll: [2,3,6,1,1,5,5]=3 hits + Init score 7 makes 10.
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Penta
post Feb 9 2010, 06:04 PM
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To reiterate the combat ground rules:

1. You have 24 hours to keep the posts flowing once init is rolled for your group. (Simon and Zalermo are one group, the bridge team is another group, Jane is a third.)
2. Miss the window, you get one extension of 24 hours IF YOU ASK.
3. Don't ask or miss the extended window, your character does nothing that init pass.

Since we're dealing with potentially up to 30 combatants on the opposition side, I cannot say enough how important it is that you guys work with me/SI to keep things moving.
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budoka05
post Feb 9 2010, 06:14 PM
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2 in Spanish. On my Char Sheet. If you need me to make the language check, let me know.
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Penta
post Feb 9 2010, 06:24 PM
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Since you're reading it under stress, yes.
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Ears
post Feb 9 2010, 06:25 PM
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So, goes first? The goons as they have higher Initiative (higher at least as Simon, Zalermo prolly gets a better one) or we as they'd have to look past the Concealment first to even know they've got targets to shoot at?

The mage didn't remember to wear his "I'm a mage, geek me first" shirt, is it? (IMG:style_emoticons/default/wink.gif)
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budoka05
post Feb 9 2010, 06:30 PM
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5d6.hits(5) → [6,6,1,2,3] = (2)
2 hits

Quick Q about initiative: am I going first then? I have the highest initiative so far.
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Penta
post Feb 9 2010, 06:32 PM
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Rolling for Zalermo since CD can't get to Invisible Castle from work:

Init roll: [4,2,3,4,3,4,2,6,2] = 1 hit. Plus Init score of 9 makes 10.

To answer Ears's question: You guys go first.
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CollateralDynamo
post Feb 9 2010, 06:35 PM
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While my initiative is higher, I'm waiting for you, Ears. See what you drop and I'll try to clean up the remainders.

Penta, for the "24 hours" is that to post one pass worth of actions or one round worth of actions. The difference is substantial. If I recall correctly most of us get 2 passes, some of us 3. The sec. guys almost certainly have at least 2, and if the mage has the IP boosting spell he could have as many as 4...which would be bad.

Either way, do you want a turn a day or a pass a day minimum?
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Penta
post Feb 9 2010, 06:40 PM
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Whatever you guys can sustain. I'd prefer a turn a day, but will be okay with a pass a day.
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